To use the default game camera in a sequence, add a keyframe under the
Director node on the Camera track. Be sure to
leave the camera Key property set to None. Use
this as the last keyframe on the Director node
Camera track in your sequence in order to transition the last used
sequence camera to the default game camera when playing the keyframe.

Blending Within a Sequence

To create a series of jump cuts from one camera to another camera in a sequence, place
keyframes on the Director node Camera track.
The Director node uses the Camera key property
for each keyframe to determine which camera to switch to.

Blended camera keyframes will blend the position, rotation, field of view, and near-Z
properties of the current camera into the next camera on a Director
node Camera track. This allows the cut to appear as a continuous
single camera motion rather than an abrupt jump cut.

To create a blended camera key, select the keyframe on the first camera of the blend.
Then set the Blend time key property to a value greater than zero.
This is the time in seconds over which the blend will occur.

The following figure shows an example for Camera1.

Note

In this example, if you have added the first camera as a track view node for
Camera1, you must set at least one keyframe for the
Position, Rotation, and
FoV when using blended sequence cameras.

Blending Into a Sequence

When blending into a sequence using Flow Graph, place the camera inside a large
trigger that encloses the entire sequence. If you do not do this, snapping can occur
when starting the sequence. For best results, set values between 0.5 and 2.0 for
BlendPosSpeed and BlendRotSpeed in the
Animations:PlaySequence node that is used to start the
sequence.

Use the Animations:PlaySequence node to slow down player motions
so that jumps, sprints, and slides transition more smoothly.

Blending Out of a Sequence (First-person
Games)

When blending a camera out of a sequence, use the
Entity:BeamEntity node to set the player to the end of the
sequence. Position the Entity:EntityPos tag point below or slightly
behind the last camera position for a good transition. Be sure to connect either the
Done or Finished outputs for the
Animations:PlaySequence node directly to the
Beam input of the Entity:BeamEntity
node.

Do not use game tokens or other logic in between transitions, otherwise a previous
player position may be visible for a few frames before beaming to the final
position.

Occasionally the player's last movement input is stored and remains active after the
sequence, causing the player to continue to walk even though no key is pressed. To
prevent this, use the Actor:ActionFilter node, and enable the
Filter=cutscene_player_moving input at the start of the
sequence and disable it at the end of the sequence.

Transitioning to the Active
Game Camera in the Track View Editor

In the Track View editor, you can set the sequence camera by adding a
Director node and adding keys to the
Camera track. If a Camera track is set
to None, the sequence camera uses the active game
camera.

Javascript is disabled or is unavailable in your browser.

To use the AWS Documentation, Javascript must be enabled. Please refer to your browser's
Help pages for instructions.